| /* |
| * Copyright (C) 2020 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| package com.android.launcher3.states; |
| |
| import android.view.animation.Interpolator; |
| |
| import androidx.annotation.IntDef; |
| |
| import java.lang.annotation.Retention; |
| import java.lang.annotation.RetentionPolicy; |
| |
| /** |
| * Utility class for building animator set |
| */ |
| public class StateAnimationConfig { |
| |
| // We separate the state animations into "atomic" and "non-atomic" components. The atomic |
| // components may be run atomically - that is, all at once, instead of user-controlled. However, |
| // atomic components are not restricted to this purpose; they can be user-controlled alongside |
| // non atomic components as well. Note that each gesture model has exactly one atomic component, |
| // PLAY_ATOMIC_OVERVIEW_SCALE *or* PLAY_ATOMIC_OVERVIEW_PEEK. |
| @IntDef(flag = true, value = { |
| PLAY_NON_ATOMIC, |
| PLAY_ATOMIC_OVERVIEW_SCALE, |
| PLAY_ATOMIC_OVERVIEW_PEEK, |
| SKIP_OVERVIEW, |
| SKIP_DEPTH_CONTROLLER, |
| SKIP_TASKBAR, |
| }) |
| @Retention(RetentionPolicy.SOURCE) |
| public @interface AnimationFlags {} |
| public static final int PLAY_NON_ATOMIC = 1 << 0; |
| public static final int PLAY_ATOMIC_OVERVIEW_SCALE = 1 << 1; |
| public static final int PLAY_ATOMIC_OVERVIEW_PEEK = 1 << 2; |
| public static final int SKIP_OVERVIEW = 1 << 3; |
| public static final int SKIP_DEPTH_CONTROLLER = 1 << 4; |
| public static final int SKIP_TASKBAR = 1 << 5; |
| |
| public long duration; |
| public boolean userControlled; |
| public @AnimationFlags int animFlags = ANIM_ALL_COMPONENTS; |
| |
| public static final int ANIM_ALL_COMPONENTS = PLAY_NON_ATOMIC | PLAY_ATOMIC_OVERVIEW_SCALE |
| | PLAY_ATOMIC_OVERVIEW_PEEK; |
| |
| // Various types of animation state transition |
| @IntDef(value = { |
| ANIM_VERTICAL_PROGRESS, |
| ANIM_WORKSPACE_SCALE, |
| ANIM_WORKSPACE_TRANSLATE, |
| ANIM_WORKSPACE_FADE, |
| ANIM_HOTSEAT_SCALE, |
| ANIM_HOTSEAT_TRANSLATE, |
| ANIM_OVERVIEW_SCALE, |
| ANIM_OVERVIEW_TRANSLATE_X, |
| ANIM_OVERVIEW_TRANSLATE_Y, |
| ANIM_OVERVIEW_FADE, |
| ANIM_ALL_APPS_FADE, |
| ANIM_OVERVIEW_SCRIM_FADE, |
| ANIM_ALL_APPS_HEADER_FADE, |
| ANIM_OVERVIEW_MODAL, |
| ANIM_DEPTH, |
| ANIM_OVERVIEW_ACTIONS_FADE, |
| ANIM_TASKBAR_FADE, |
| ANIM_HOTSEAT_FADE, |
| }) |
| @Retention(RetentionPolicy.SOURCE) |
| public @interface AnimType {} |
| public static final int ANIM_VERTICAL_PROGRESS = 0; |
| public static final int ANIM_WORKSPACE_SCALE = 1; |
| public static final int ANIM_WORKSPACE_TRANSLATE = 2; |
| public static final int ANIM_WORKSPACE_FADE = 3; |
| public static final int ANIM_HOTSEAT_SCALE = 4; |
| public static final int ANIM_HOTSEAT_TRANSLATE = 5; |
| public static final int ANIM_OVERVIEW_SCALE = 6; |
| public static final int ANIM_OVERVIEW_TRANSLATE_X = 7; |
| public static final int ANIM_OVERVIEW_TRANSLATE_Y = 8; |
| public static final int ANIM_OVERVIEW_FADE = 9; |
| public static final int ANIM_ALL_APPS_FADE = 10; |
| public static final int ANIM_OVERVIEW_SCRIM_FADE = 11; |
| public static final int ANIM_ALL_APPS_HEADER_FADE = 12; // e.g. predictions |
| public static final int ANIM_OVERVIEW_MODAL = 13; |
| public static final int ANIM_DEPTH = 14; |
| public static final int ANIM_OVERVIEW_ACTIONS_FADE = 15; |
| public static final int ANIM_TASKBAR_FADE = 16; |
| public static final int ANIM_HOTSEAT_FADE = 17; // if not set, falls back to ANIM_WORKSPACE_FADE |
| |
| private static final int ANIM_TYPES_COUNT = 18; |
| |
| protected final Interpolator[] mInterpolators = new Interpolator[ANIM_TYPES_COUNT]; |
| |
| public StateAnimationConfig() { } |
| |
| /** |
| * Copies the config to target |
| */ |
| public void copyTo(StateAnimationConfig target) { |
| target.duration = duration; |
| target.animFlags = animFlags; |
| target.userControlled = userControlled; |
| for (int i = 0; i < ANIM_TYPES_COUNT; i++) { |
| target.mInterpolators[i] = mInterpolators[i]; |
| } |
| } |
| |
| /** |
| * Returns the interpolator set for animId or fallback if nothing is set |
| * |
| * @see #setInterpolator(int, Interpolator) |
| */ |
| public Interpolator getInterpolator(@AnimType int animId, Interpolator fallback) { |
| return mInterpolators[animId] == null ? fallback : mInterpolators[animId]; |
| } |
| |
| /** |
| * Sets an interpolator for a given animation type |
| */ |
| public void setInterpolator(@AnimType int animId, Interpolator interpolator) { |
| mInterpolators[animId] = interpolator; |
| } |
| |
| /** |
| * @return Whether Overview is scaling as part of this animation. If this is the only |
| * component (i.e. NON_ATOMIC_COMPONENT isn't included), then this scaling is happening |
| * atomically, rather than being part of a normal state animation. StateHandlers can use |
| * this to designate part of their animation that should scale with Overview. |
| */ |
| public boolean playAtomicOverviewScaleComponent() { |
| return hasAnimationFlag(StateAnimationConfig.PLAY_ATOMIC_OVERVIEW_SCALE); |
| } |
| |
| /** |
| * @return Whether this animation will play atomically at the same time as a different, |
| * user-controlled state transition. StateHandlers, which contribute to both animations, can |
| * use this to avoid animating the same properties in both animations, since they'd conflict |
| * with one another. |
| */ |
| public boolean onlyPlayAtomicComponent() { |
| return getAnimComponents() == StateAnimationConfig.PLAY_ATOMIC_OVERVIEW_SCALE |
| || getAnimComponents() == StateAnimationConfig.PLAY_ATOMIC_OVERVIEW_PEEK; |
| } |
| |
| /** |
| * Returns true if the config and any of the provided component flags |
| */ |
| public boolean hasAnimationFlag(@AnimationFlags int a) { |
| return (animFlags & a) != 0; |
| } |
| |
| /** |
| * @return Only the flags that determine which animation components to play. |
| */ |
| public @AnimationFlags int getAnimComponents() { |
| return animFlags & StateAnimationConfig.ANIM_ALL_COMPONENTS; |
| } |
| } |